Quick answer: Deduct mana only when the cast completes and the effect actually fires, or reserve it at start and refund on cancel, never leaving the player charged for an interrupted cast.

Getting stunned mid-cast and still losing the mana feels terrible and is a logic bug. Charge on completion, not on start. Here is how.

How to fix it

1. Charge on completion

Move the mana deduction to the moment the spell effect actually fires at the end of the cast, so an interrupted or cancelled cast costs nothing.

2. Or reserve and refund

If you must reserve mana up front to prevent double-casting, refund the reserved amount whenever the cast is cancelled, interrupted, or fails.

3. Validate mana at fire time

Re-check that the player still has enough mana when the cast completes, so an effect that drained mana during the cast cannot fire a spell that is no longer affordable.

Catching the ones you can't reproduce

The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.

Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.

This is where a tool like Bugnet earns its place. Its SDK captures every error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.

The bug you can't reproduce isn't gone — it's just invisible until you capture it from the player's device.